Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 177 (14d10 + 100)
Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +3, CON +8, WIS +3, CHA +4
Skills Perception +6, Stealth +3
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Frost Armor. When Cryovain takes cold damage he gains that much temporary health + 10 instead. While he has this health he has advantage on saving throws. When Cryovain is hit with a melee attack the attacking creature takes damage equal to his remaining temporary health. 

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Drunken Dragon (3/Day). If Cryovain is near a source of alcohol he can consume it as a action to regain 25 health.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. The dragon gets it's breath back 6 rounds after it uses it, each turn it can reduce this time by an amount of rounds equal to a roll of it's recharge dice and or by 1 if it doesn't use any of it's movement on it's turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (perception) check.

Fog Blast. Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragons next turn.

Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or be knocked unconscious. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Cryovain’s Lair

White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

This lair is mess of of interconnected tunnels made of earth and permafrost that lead to a massive cavern filled with frozen bridges of ice and slick frozen floors.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects;

  • Jagged ice shards fall from the ceiling, striking up to three creatures that the dragon can see within 120 feet of it. They must make a DC 15 Dexterity Saving Throw .On a fail, the targets takes 10 (3d6) piercing damage.
  • Frost swirls around the cavern plunging the temperature every creature within 40 feet of Cryovain must make a DC 15 Constitution Saving Throw or take 25 cold damage on a failure half on success.

Habitat: Arctic

Agrimma

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